Presto is a cancelled adventure game created by Phil Simon, in development by Pulse Entertainment for Playstation 1 and PC. Presto was later cancelled because the company wanted to jump onto the next bandwagon: the internet.
Duel is a CG tech demo created by Acclaim in 1994. According to Mean Machines Sega, the British magazine where the first images of the “game” were published, Duel was planned for the 32x, but it’s unlikely that any real development was even started. 32X’s 3D capabilities were, in fact, very poor, and many titles conceived for the ill-fated add-on were later released for Saturn. However, as long as we know, Duel was not one of them.
Update: In the video added below we can see how Duel was actually a CGI tech demo aimed to show Acclaim realistic character animation system using Acclaim’s Optical Motion Capture System. It’s unclear if a game was ever planned out of it, however the technology was later used in some next-gen games (for example Acclaim’s Advance Technology Group is credited for Alien Trilogy’s full motion videos). It seems the tech demo was the fruit of a deal between Acclaim and Sega (based on what is written on a italian mag scan).
Here is the original article that appeared on Mega machines Sega 20:
If you have more info on this tech demo, please let us know!
Dreamers is a action adventure game that was in development by Dreamgazers Interactive, for the Xbox 360, Playstation 3 and PC. The project was announced as in development for “next gen consoles” in 2004, but as of today (2010), Dreamers remains unreleased and probably it will never be published. In 2008 PSU had an interview with Dreamgazers President and Creative Director George Georgeadis, asking for more info about their game:
“Haha, yes we are still alive,” said Georgeadis. “However many changes have occurred regarding the company and project, changes that I am unfortunately not in a position to disclose.”
Sadly the latest entry in Dreamgazers’ Blog is from 2007 and even if their website and Dreamers’ official website are still online, the lack of news make us to assume that the team was disbanded and their game cancelled, probably because they never found a publisher.
Some more info on Dreamer’s story can be read in the official website:
Dreamers is a game about a young man in his 20’s, Jorge, who suffers from a bizarre form of narcolepsy. Characterized by sudden and uncontrollable attacks of deep sleep, narcolepsy is a disorder that is also sometimes accompanied by paralysis and hallucinations
Players would had to explore Jorge’s dreams and nightmares to heal him from his problems and find more about his past. It’s currently unknown how much of the game was completed before the development was stopped.
In 2008 MKO Games, a French independent studio, worked on a platform / adventure game prototype based on The Little Prince book. The project looked really nice, with a colorful style that was similar to the drawings that are in the book. Microsoft was interested in this proto for their Xbox 360, but they asked MKO to create a second prototype based on the art style of The Little Prince animated series created by Method Animations. Sadly neither of these prototypes was developed into a full game, maybe becaue Microsoft and other publishers seen The Little Prince as a “difficult” IP to sell to gamers.
BioShock Infinite is a first person adventure game and the third entry in the BioShock series. Previously known as “Project Icarus”, it is being developed by Irrational Games for a February 2013 worldwide release on PC, PlayStation 3 and Xbox 360. In August of 2012, several high-level developers from Irrational that had been working on Infinite announced their departure from the company; these included art director Nate Wells, who began working with Naughty Dog, and director of product development Tim Gerritsen. At the same time, Irrational announced the addition of Rod Fergusson from Epic Games as their product director while Scott Sinclair, art director from the original Bioshock, replaced Wells.
There are some features that were removed or not implemented from BioShock Infinite beta version. For example Ken Levine revealed in an interview with Gamasutra that the plot’s conflict would have been originally about tech geeks against luddites, those who resist the proliferation of technology. Some more rumors about the problems with the development of the game tell that various multiplayer modes were tested in a prototype form, but later removed. Even if Levine told Kotaku that multiplayer wasn’t guaranteed to be in the game, but in May of 2012, job listings at Irrational hinted that the studio was in fact working on a multiplayer component. Also, the 2011 E3 demo, seems to have been much different from what we’ll be able to play in the final game. For more beta differences and unused characters / items / models from BioShock Infinite will have to wait for when the game will be finally published.. in the meantime, here are some early screens and videos!
Chris Henzler noticed some more beta differences:
HUD is different from final game
various voice actors changed from final version of booker and Elizabeth
story has changed alot
atmosphere of the game has changed
some of the vigors seem different in the final game
the twins seem absent in the beta versions of the game
There are also some unused content that you can check at the Bioshock Wikia! If you played the final game and see more differences, please leave a message below! :D
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